2023
DOI: 10.1186/s40463-023-00642-9
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Vestibular rehabilitation potential of commercially available virtual reality video games

Austin Heffernan,
Lindsay Booth,
Roland Fletcher
et al.

Abstract: Background Peripheral vestibular disorders affect 2.8–6.5% of people. Standard treatment is vestibular rehabilitation therapy, and virtual reality (VR) could improve outcomes. The objective of this study was to identify the commercially available VR video game that is most congruent to vestibular rehabilitation therapy. Methods A term search “virtual reality racing” was performed on the App Store in March 2022. Results were screened for free point-… Show more

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Cited by 2 publications
(3 citation statements)
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“…Our search strategy yielded 32 articles: 8 articles [14-21] met our inclusion and exclusion criteria whereas the other 24 articles were rejected (Figure 1). Reasons for rejection included: discussed health conditions other than central or peripheral vestibular disorders (2), failed to leverage technology (5), focused on devices or techniques not conducive to an operational environment (10), described symptoms or populations (6), and were written in a language other than English (1). We also hand searched the reference list of the included studies identified through the search.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Our search strategy yielded 32 articles: 8 articles [14-21] met our inclusion and exclusion criteria whereas the other 24 articles were rejected (Figure 1). Reasons for rejection included: discussed health conditions other than central or peripheral vestibular disorders (2), failed to leverage technology (5), focused on devices or techniques not conducive to an operational environment (10), described symptoms or populations (6), and were written in a language other than English (1). We also hand searched the reference list of the included studies identified through the search.…”
Section: Resultsmentioning
confidence: 99%
“…Similarly, vestibular rehabilitation can be delivered via smartphone-or tablet-based devices. Virtual reality systems and head-mounted devices can also be used to deliver or augment traditional vestibular rehabilitation [10]. Early vestibular rehabilitation may result in better outcomes [11].…”
Section: Introductionmentioning
confidence: 99%
“…The system incorporated real-time head-motion detection, such that an angular acceleration threshold can be set to increase the exercise's difficulty level in real-time. In another study, the efficacy of commercially available videogames for vestibular rehabilitation was investigated [36]. It was found that some of the video games produced optokinetic stimulation that presented similar effects as both habituation and gaze stabilization exercises.…”
Section: Videogame-based Systemsmentioning
confidence: 99%